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		<title>BMesh</title>
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		<div class="class" name="BMesh">
			<h1>BMesh</h1>
			<p>继承自<a href="BShape.html">BShape</a></p>
			<p id="resume"><a href="#desc">详细</a></p>
			<h2>public</h2>
			<table id="public">
				<tr><td align="right"></td><td><a href="#BMesh(const BString&)">BMesh</a>(const BString& name = BString());</td></tr>
				<tr><td align="right"></td><td><a href="#BMesh(const BMesh&)">BMesh</a>(const BMesh& other);</td></tr>
				<tr><td align="right"></td><td><a href="#~BMesh()">~BMesh</a>();</td></tr>
				<tr><td align="right">virtual void </td><td><a href="#copy(const BShape*)">copy</a>(const BShape* other);</td></tr>
				<tr><td align="right">virtual BShape* </td><td><a href="#clone()">clone</a>() const;</td></tr>
				<tr><td align="right">void </td><td><a href="#setOptimized(bool)">setOptimized</a>(bool optimized);</td></tr>
				<tr><td align="right">bool </td><td><a href="#optimized()">optimized</a>() const;</td></tr>
				<tr><td align="right">void </td><td><a href="#setVertices(BVectorArray*)">setVertices</a>(BVectorArray* vertices);</td></tr>
				<tr><td align="right">const BVectorArray* </td><td><a href="#vertices()">vertices</a>() const;</td></tr>
				<tr><td align="right">BVectorArray* </td><td><a href="#vertices()">vertices</a>();</td></tr>
				<tr><td align="right">void </td><td><a href="#setNormals(BVectorArray*)">setNormals</a>(BVectorArray* normals);</td></tr>
				<tr><td align="right">const BVectorArray* </td><td><a href="#normals()">normals</a>() const;</td></tr>
				<tr><td align="right">BVectorArray* </td><td><a href="#normals()">normals</a>();</td></tr>
				<tr><td align="right">void </td><td><a href="#setColors(BColorArray*)">setColors</a>(BColorArray* colors);</td></tr>
				<tr><td align="right">const BColorArray* </td><td><a href="#colors()">colors</a>() const;</td></tr>
				<tr><td align="right">BColorArray* </td><td><a href="#colors()">colors</a>();</td></tr>
				<tr><td align="right">bool </td><td><a href="#setTexCoords(BCoordArray*,int)">setTexCoords</a>(BCoordArray* texCoords, int unit = 0);</td></tr>
				<tr><td align="right">const BCoordArray* </td><td><a href="#texCoords(int)">texCoords</a>(int unit = 0) const;</td></tr>
				<tr><td align="right">BCoordArray* </td><td><a href="#texCoords(int)">texCoords</a>(int unit = 0);</td></tr>
				<tr><td align="right">void </td><td><a href="#setFaces(BFaceArray*)">setFaces</a>(BFaceArray* faces);</td></tr>
				<tr><td align="right">const BFaceArray* </td><td><a href="#faces()">faces</a>() const;</td></tr>
				<tr><td align="right">BFaceArray* </td><td><a href="#faces()">faces</a>();</td></tr>
				<tr><td align="right">bool </td><td><a href="#triangle(int, BTriangle&)">triangle</a>(int index, BTriangle& triangle) const;</td></tr>
				<tr><td align="right">BTriangle </td><td><a href="#triangle(int)">triangle</a>(int index) const;</td></tr>
				<tr><td align="right">bool </td><td><a href="#empty()">empty</a>() const;</td></tr>
				<tr><td align="right">void </td><td><a href="#smooth()">smooth</a>();</td></tr>
				<tr><td align="right">void </td><td><a href="#reverse()">reverse</a>();</td></tr>
				<tr><td align="right">void </td><td><a href="#simplify()">simplify</a>();</td></tr>
				<tr><td align="right">virtual bool </td><td><a href="#flush()">flush</a>() const;</td></tr>
				<tr><td align="right">virtual void </td><td><a href="#clear()">clear</a>();</td></tr>
				<tr><td align="right">using </td><td><a href="#BShape::query;()">BShape::query;</a></td></tr>
				<tr><td align="right">virtual bool </td><td><a href="#query(const BString&, BValue&)">query</a>(const BString& text, BValue& value) const;</td></tr>
				<tr><td align="right">virtual BVector </td><td><a href="#inertia(BReal)">inertia</a>(BReal mass) const;</td></tr>
				<tr><td align="right">virtual BVector </td><td><a href="#vertex(const BVector&)">vertex</a>(const BVector& direct) const;</td></tr>
			</table>
			<h2>protected</h2>
			<table id="protected">
				<tr><td align="right">virtual void </td><td><a href="#refresh(BBox&)">refresh</a>(BBox& box);</td></tr>
				<tr><td align="right">virtual void </td><td><a href="#render(BRender&)">render</a>(BRender& render);</td></tr>
			</table>
			<div id="desc">
				<h2>详细介绍：</h2>
			</div>
			<h2 id="docs">成员文档：</h2>
			<div id="BMesh(const BString&)">
				<h3>BMesh(const BString&amp; name = BString());</h3>
			</div>
			<div id="BMesh(const BMesh&)">
				<h3>BMesh(const BMesh&amp; other);</h3>
			</div>
			<div id="~BMesh()">
				<h3>~BMesh();</h3>
			</div>
			<div id="copy(const BShape*)">
				<h3>virtual void copy(const BShape* other);</h3>
			</div>
			<div id="clone()">
				<h3>virtual BShape* clone() const;</h3>
			</div>
			<div id="setOptimized(bool)">
				<h3>void setOptimized(bool optimized);</h3>
			</div>
			<div id="optimized()">
				<h3>bool optimized() const;</h3>
			</div>
			<div id="setVertices(BVectorArray*)">
				<h3>void setVertices(BVectorArray* vertices);</h3>
			</div>
			<div id="vertices()">
				<h3>const BVectorArray* vertices() const;</h3>
			</div>
			<div id="vertices()">
				<h3>BVectorArray* vertices();</h3>
			</div>
			<div id="setNormals(BVectorArray*)">
				<h3>void setNormals(BVectorArray* normals);</h3>
			</div>
			<div id="normals()">
				<h3>const BVectorArray* normals() const;</h3>
			</div>
			<div id="normals()">
				<h3>BVectorArray* normals();</h3>
			</div>
			<div id="setColors(BColorArray*)">
				<h3>void setColors(BColorArray* colors);</h3>
			</div>
			<div id="colors()">
				<h3>const BColorArray* colors() const;</h3>
			</div>
			<div id="colors()">
				<h3>BColorArray* colors();</h3>
			</div>
			<div id="setTexCoords(BCoordArray*,int)">
				<h3>bool setTexCoords(BCoordArray* texCoords, int unit = 0);</h3>
			</div>
			<div id="texCoords(int)">
				<h3>const BCoordArray* texCoords(int unit = 0) const;</h3>
			</div>
			<div id="texCoords(int)">
				<h3>BCoordArray* texCoords(int unit = 0);</h3>
			</div>
			<div id="setFaces(BFaceArray*)">
				<h3>void setFaces(BFaceArray* faces);</h3>
			</div>
			<div id="faces()">
				<h3>const BFaceArray* faces() const;</h3>
			</div>
			<div id="faces()">
				<h3>BFaceArray* faces();</h3>
			</div>
			<div id="triangle(int, BTriangle&)">
				<h3>bool triangle(int index, BTriangle&amp; triangle) const;</h3>
			</div>
			<div id="triangle(int)">
				<h3>BTriangle triangle(int index) const;</h3>
			</div>
			<div id="empty()">
				<h3>bool empty() const;</h3>
			</div>
			<div id="smooth()">
				<h3>void smooth();</h3>
			</div>
			<div id="reverse()">
				<h3>void reverse();</h3>
			</div>
			<div id="simplify()">
				<h3>void simplify();</h3>
			</div>
			<div id="flush()">
				<h3>virtual bool flush() const;</h3>
			</div>
			<div id="clear()">
				<h3>virtual void clear();</h3>
			</div>
			<div id="BShape::query;()">
				<h3>using BShape::query;</h3>
			</div>
			<div id="query(const BString&, BValue&)">
				<h3>virtual bool query(const BString&amp; text, BValue&amp; value) const;</h3>
			</div>
			<div id="inertia(BReal)">
				<h3>virtual BVector inertia(BReal mass) const;</h3>
			</div>
			<div id="vertex(const BVector&)">
				<h3>virtual BVector vertex(const BVector&amp; direct) const;</h3>
			</div>
			<div id="refresh(BBox&)">
				<h3>virtual void refresh(BBox&amp; box);</h3>
			</div>
			<div id="render(BRender&)">
				<h3>virtual void render(BRender&amp; render);</h3>
			</div>
		</div>
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